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Found 141 results

  1. Hi guys, i'm trying to apply a force on the points of a geometry. So far i have a DOP network where i retrieve my geometry and its points, i give these points a mass and a velocity in my solver i'm coding. Then i add a gravity node. I read this article in the documentation : http://www.sidefx.com/docs/hdk13.0/_h_d_k__op_basics__sim_solver.html#HDK_OpBasics_SimSolver_ExternalForces that explains how to retrieve the forces in the DOP network but then how can i apply them to my points? Tell me if you need more informations. Thanks.
  2. how do I pin rigid bodies to wires?

    I can see the other way, pinning a wire to a rigid body (like a pendulum effect or a wrecking ball), but I want to do the opposite. I want to sim the flexible steel beams as wires inside the building and then have the rigid part (the awnings, glass, and frames) break from the forces from being attached to the wires. See attached hip file with a wire outline of a building being shaken in an earthquake. I want to glue/pin the pieces of window geo to the wires and then have internal glue in the window pieces such that they burst from forces. I have a gluenetwork kinda working, but the rigid bodies want nothing to do with the wire part of the sim using the connectAdjacentPieces SOP. Any hints on what I'm doing wrong? wireBuilding_03.hip
  3. Hi all, I did a water sim yesterday of a flipfluid pouring over an object. I saved out a .sim cache of it with a rop in the DOP network. When I brought the .sim back in with a file SOP, there was both the particles and the collision object. I only needed the particles and so I tried using the 'object mask' in the file SOP. Eventually ' flipfluid* ' worked for me; keeping only the particles and not the other object. But how can I query the .sim file to know what objects are inside it? I looked through the 'Details View' and also MMB on the file node. Couldn't see any mention of objects? 'cheers, Sim.
  4. Hi all! I know this question has been asked and answered but I don't really seem to be able to make it work... So I put together an amazing (not really) scene, with a voronoi pre-fractured geometry (a simple polygon box). I then call it into Dop's to sim and after that I should use the points of the sim to drive higher res chunks... But how? Should I pick the chunks, get a centroid out of each of them and copy onto it a new high-res chunk? Should I go back to the original geometry (the box) and give it a lot of detail (subD's and noise/mountain/...) and break it again... but this will change the geo so the chunks will not match the previous ones... Questions, questions... Can someone elaborate a bit more on the process or pick my (basic) scene and add the detail so I can study the how to? Because up 'til now what I've done is get all the detail I can before sending it to Dop's (and also use a displacement shader...) and I do understand that that is a waste of resources... Thanks guys! Cheers! rbd_addDetailAfterSim.hipnc
  5. Hi everyone Just recently finished one of my Houdini test projects, It was mainly for practicing RBD sims, shading, lighting and rendering (Mantra) and also to get a better understanding of outputting passes in Houdini, Please watch the final video here: Hope you like it! Sina
  6. BulletSOP 2.0.10

    BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free and without limits! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit) and Linux(64bit) - Support for Houdini 12 & 13 Links: Houdini: http://www.sidefx.com/ LinkedIn: http://www.linkedin....Houdini-4796605 More author's videos: https://vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Download BulletSOP v2.0.10 for Windows and Linux here: http://bit.do/BulletSOP_v2_0_10
  7. BulletSOP 2.0.9

    The new v2.0.9 comes with a lot of speed and layout improvements, fixed bug and new emitting system! BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. The Tool is very powerful, flexible and speed is very impressive as well as memory footprint. The plugin is free! So you can create truly stunning massive simulations. BulletSOP is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Free video tutorials are coming soon! Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Emitting system - Includes many example scenes for studying - Support for Windows(64bit) and Linux(64bit) Links: Houdini: http://www.sidefx.com/ Introduction: https://vimeo.com/67030933 LinkedIn: http://www.linkedin....Houdini-4796605 More author videos: https://vimeo.com/user3251535 Create freely, simulate quickly and enjoy fully! Best wishes, Milan Suk Note: Keep in mind that You need Houdini 12.5.469 build! With older or later versions I can't guarantee functionality! BulletSOP_2_0_9__houdini_12_5_469.zip
  8. Hello everyone, First of all a big thank you to all the people that have uploaded Pyro solver and shading tips. I am currently learning/exploring Pyro and have some questions. - I want to make an object explode. So I am trying to find the proper way to source the pyro solver. I am thinking first of all to do the RBD sim, fracture the object, put the appropriate forces etc. Then there are two options: Should I use the RBD sim to source the pyro or make another geometry like a sphere and try to simulate the energy that caused the explosion? One thing that comes to my mind is to use the velocity values of the fractured objects that fly away. - I cant find any comprehensive guide on proper volume render AOVs for compositing (RGB light setup etc.) Any info on both subjects is highly appreciated. Thank you in advance. George p.s. to make myself more clear I made a quick setup for fun: just did a pyro sim with a sphere source and on top I copied the sphere and fractured it. http://www.frameworks.gr/explosivo.mp4
  9. Hi There, How Can I cache out .sim files of a dopnet through the command line? I tried searching, but most is for rendering through command Thanks!
  10. BulletSOP 2.0.7

    BulletSOP 2.0 - Introduction: https://vimeo.com/67030933 BulletSOP is implementation of Bullet library (bulletphysics.org) inside SideFx Houdini (sidefx.com). It's a plugin for creating incredibly large rigid body simulations on average PC. At this moment it's single-thread application (we're waiting for official release of Bullet Library 3.0 with GPU support) but speed is very impressive already. As well as memory footprint. The plugin is free! So you can create truly stunning massive simulations. It has 6 extraordinary nodes which are very powerful and universal. All data which these nodes generate can be modified with standard Houdini nodes. This tool is compiled for Houdini production builds. It includes many example scenes (beginner -> professional) which are probably the best learning resources. Free video tutorials are coming soon! Create freely, simulate quickly and enjoy fully! Main features: - Bullet RBD Solver - Support for multiple Broadphases, Constraints Solvers - Loading data from previous frame - Geometry decomposition (Tetrahedra, Voxels) - Static/Animation body - Convex Hull - Compound Hull - Deform static Hull - Primitive Hulls - Constraints (auto-generating, spring, 6DoF) - Collisions Groups - Object Forces - Point Radius Forces - Delete Duplicity data - Instancing - Includes many example scenes for studying - Support for Windows(64bit) and Linux(64bit) Links: LinkedIn group: http://www.linkedin....Houdini-4796605 BulletSOP 2.0 beta Sneak Peek: https://vimeo.com/57193837 More author videos: https://vimeo.com/user3251535 Best wishes, Milan Suk EDIT: I see that interest in this version is great, so I want to add that you need Houdini 12.5.376 build! With older or later versions I can't guarantee functionality! EDIT2: The latest BulletSOP 2.0.8 - http://forums.odforce.net/index.php?/topic/17769-bulletsop-208/ BulletSOP_2_0_7.tar.gz BulletSOP_2_0_7.zip
  11. slow/retime RBD sim

    Hey Guys, I know this has been asked a few times, and I did some searching, but I'm still unclear on a few things. I need to retime a large RBD sim, with many objects. The time scale parm on the dop network doesn't seem to be much use (?), and I've tried messing around with using a dop import to fetch my sim, and send that into a timeshift sop, but then how do I go about caching everything out? Is there a better way to do this? with more control? less iterations? Thanks!
  12. Hi everyone, I have a question. During the simulation of a voronoi shattered object(either glued or not).Is it possible to create poly surface in the neighbor inside surface,edge to edge? (as the picture show)Thank you very much!!! fracture.hip
  13. Morning odforce, recently Alejandro shared his amazing tool as showed in this video and the otl can be found here (http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21558 ). its great tool, and defentely a lot to learn from it, but as i am totally learning everything in dops, i am finding hard to how actually bring this tool inside dops , as a custom force or however i can use this tool as. anybody who can share some insight knowledge about, implementing this tool, or guide me how to use custom forces. \\ Thanks in advance.
  14. Houdini vs Naiad

    Hi,yes another of those threads:) Im new in Houdini,atracted by Flip solver,wonder if im doing things wrong I feel Houdini slower than Naiad,not to mention its consume far more memory. Even the display of particles its slower in Houdini. I know Houdini its a big 3d app and Naiad its focused on just one thing. But again seeing examples from the mighty Igor i see he keep using naiad and just translate the sim to Houdini for shading etc. Wonder if you guys have the same experience or if im just doing things wrong,i even switch the particles from spheres to points,thats speed up things,but not to the level of Naiad.
  15. Make loopable sims?

    Hey guys, I was thinking if it would be possible, and if so how, to make loopable sims inside Houdini? Think Pyro and FLIP mostly. For volumetric stuff I was thinking about doing some kind of blending between the end of the anim and the beginning (swipe from bottom to top / startOfAnim / EndOfAnim maybe?), post sim, but I wonder if there are cleaner solutions? I think it still is a lot of handwork, isn't it? Someone already did it successfully and wishing to share some insight? Thanks
  16. Hi guys, I have created a small flip fluid sim for and I was wondering what method I could use to create points on the surface to instance geo such as leaves and debris onto. I have been doing a little research and I can see that Houdini has some nice volume advection tools but I can't seem to find any straightforward advice on how to create points that float on the surface and inherit the velocity of the fluid... Any ideas? Thanks
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